Bethesda Collection

Dragonborn, the second major Skyrim expansion (third, if you count Hearthfire) arrived on PC this week, after an unfortunate two-month wait from the Xbox version. I’ve unearthed my old character and dragged him off to the island of Solsteheim for adventures anew. Was it worth it? Hearken to me now, traveller.> (more…)

Bethblog has word that the Rage tookit has arrived on Steam, along with some serious documentation to speed would-be modders on their way. Carmack has some advice, too, tweeting: “Doing significant work will require patience, because internally we use a 300 core renderfarm for megatexture creation.”

It’d be interesting to see what people could mod in using existing assets, though. If the toolkit gave enough access to get at the inventory and so on then I think there might be a true open world sandbox/economy game in there waiting to get out. But maybe not. Either way, significant work will require patience. And an enthusiasm for Rage.

I’ve totally missed the critical reception to Skyrim add-on Dragonborn, but operating on the no news is good news principle I’ll presume that people aren’t generally wanting to kill it with fire. Or maybe they’re still locked in shocked, appalled silence. I’ll find out very soon, as the PC version of the Morrowind-set, dragon power-boosting DLC is now available. (more…)

SWTOR got it wrong – oh so very wrong – but here we are once again, looking at a mega-bucks MMO that could> make World of Warcraft wriggle around uncomfortably, like it’s wearing underwear a size too small. Like it or not, Skyrim is a game which crossed to The Other Side, that strange and terrifying world of people who play games but don’t follow gaming. Y’know, Normals. As such, Bethesda’s upcoming massively multiplayer monster-stabber The Elder Scrolls Online has at least a chance at a very big audience, not purely the MMO-educated. We shall see!

Today’s big news, though, is that Bethesda have opened up beta sign-ups for TESO, and they have a fancy-pants new trailer too. Guess where I’ve put that? (more…)

Just before Christmas, Nathan wrote a piece asking for a conversation about the role gaming violence plays in our lives. And as so many have when discussing the topic, he featured an image from Dishonored at the top – a man getting stabbed through the neck. For Joe Houston, the former Arkane developer who created that stabbing scene, this was the prompt he needed to give his own perspective on the subject. >

Whenever I’m clicking my way through game industry opinion articles, I tend to get hung up on pieces about video game violence. This is mostly because the image plastered across the top of the post is a screen grab from Dishonored. You know, the one where a member of the city watch gets his jugular opened in a first-person blast of arterial spray. But it’s not the shock of that image that stops me. No, I pause because I’m the guy that wrote the code to make the player do that in the first place.

They did. They absolutely, utterly, completely modded a new world into Skyrim that’s based on Super Mario. Super Skyrim Bros. adds a new instance into Skyrim, so you at least won’t be converting all of Bethesda’s chilly wastes to the blocky nightmare you see here. Just a corner of it. A nightmare of question mark blocks, coins, Goombas, Koopas, secrets, and even Bowser. Want to see it in action? You’ll need sunglasses and a quiet room to lie down in after. I’m about to hit my sofa and hide under some cushions. (more…)

I don’t know who the head of Bethesda is. I’ll assume it’s John Bethesda Softworks. Hello, Mr Bethesda Softworks! Mind if I call you John? Nope. Grand. I have an idea for you: crowd-source the content for next Elder Scrolls. Calm down, John. Stop throwing things and hear me out. I know your games are lorey love letters to the world you created with Adrian Elder Scrolls, but things are moving on. Fans of games don’t need developers, just tools and assets to make their own game. You could spend all your time churning out huts and swords, and leave it to the people to make something from it. I have proof: this Skyrim mod Interesting NPCs adds over 100 new NPCS to the game, with over 90 of them voiced by actors. (more…)

There’s no question that Dishonored’s Heart deserves celebration. Fortunately RPS contributor Paul Walker has done that in fine style, digging in to what makes the object so significant to the game, and speaking to co-creative directors Harvey Smith and Raphael Colantonio about how it came to exist, and their feelings about its part in the game.>

Dishonored’s Heart is an object which lives up to its name in many ways. It breathes life into the game’s characters, imbues the city of Dunwall with soul, and helps the player to feel the melancholy tone which permeates all facets of its world. Characterised by the intersection of the mystical and the technological, it distills the very essence of the pseudo-Victorian steampunk landscape in which Dishonored’s tale unfolds. It is presented to the player as a navigation tool — a guide to lead players to the occult items littered throughout the fictional city of Dunwall. But, as co-creative directors Harvey Smith and Raphael Colantonio told me, “It also plays a part related to informing their decisions about when to apply violence or not, making it a really interesting, more subtle part of the power fantasy.” Here we start to get to grips with what it is the makes the Heart so compelling.

For a while there, I thought we were going to find RAGE on some trashy “What ever happened to… ?” television special. It’d have been huddled in the back of a barely lit trailer, clad in a grease-and-sweat-stained bathrobe and wolfing down an entire carton of metropolitan ice cream. “I coulda been somethin’,” it’d have said between chunky mouthfuls. “I coulda gone places. But then id got all distant, and everyone forgot about me.” Then: warm salty tears, pitter-pattering into the sticky sugar soup below. That depressing reality, however, is no longer our own. After leaving RAGE untouched for a year, id’s finally returned to its not-so-deserted deserts. The result? A brand new, six-area DLC tale called “Scorchers.” Sweet, sweet deets after the break.

I remember when I turned 15. It was pretty unspectacular. I couldn’t drive yet, I didn’t really have much of a party to speak of, and hardly any of the entire Internet used it as an opportunity to fondly reminisce about rocket jumps and murder. But now, Quake II turns 15, and suddenly it gets the royal treatment. Bizarre, right? It really is just the darndest thing. Maybe everyone’s still waiting to leap out and surprise me. I bet that’s it. Any second now. While we’re waiting, though, I suppose we can discuss some crazy Quake II factoids. But only just for a bit. And you have to put on this party hat and pretend to be having fun. I demand it.